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Collectible Card Game

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Page 1: Collectible Card Game

Collectible Card GameCollectible Card Game

Rules of PlayRules of PlaySaiyan Saga SeriesSaiyan Saga Series

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Page 2: Collectible Card Game

For the Gamer in You!

Only you, Goku, can save the world from Vegeta,who wants to destroy its people and exploit its resources."Take that," you’re feeling as you deliver a Black Axe HeelKick to Vegeta in your surprise attack. But Vegeta is notwithout his own special talents, and he quickly counterswith a…

Join the Adventure into the Dragon Ball Z® universe, aworld of unlimited possibilities and adventure. The gamedesigners have taken years of research and ideas andplowed them all into this game full of unique firsts andsurprises. The Dragon Ball Z Collectible Card Gameenables you to enter the adventure as Goku or Raditz andchallenge other Heroes and Villains from the Dragon BallZ animated series. Each player collects cards that repre-sent the powerful Dragon Balls and characters, plus all theattacks and powers they will use against each other.

Most people have found it easier to play their first gamewith just one other person. You can always add more.You’ll have more fun playing Hero vs. Villain. All DBZstarter decks are randomized, and each player will needone. Each two-player game will lastabout 20 to 40 minutes. You maywant to add those optionalBooster Packs after you playyour first game to skipbuilding a deck at first.

Visit dbzcardgame.com to findtournaments, win prizes, get FREEgame tips, and more.Enjoy the adventures ahead! 1

For the Collector in You!Check out these great features in this all-newDragon Ball Z Collectible Card Game!

A foil card in every Booster Pack!

Four Ultra-Rare cards in this first series!

Industry First! The first thick, high-technology game card ever isenclosed! Look for different high-tech cards in each Starter Deckin future releases.

Another First! The first Starter Decks to have high quality, customgame pieces. Collect them all!

Look at all the ways to collect!• Collect by Dragon Ball Rareness Indicator (collect all the

commons, uncommons, rares, etc.).

• Collect by Character, which has its own special range indicator onevery card.

• Collect by Foil vs. Card Stock. Almost all cards are available inboth card stock and foil.

(Continued on page 8)

A special Collector’s Corner on every card!

• Indicates which of thecharacter’s cards it is.

• Features a coolHeadshot and quotefrom the show.

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Beginning aNew Game

Winning theGame see p. 10

During Combat, use…

Combat see p.16

Other

Reference

Game Overview and Table of Contents

• Quick Steps, p.11• Building a Deck, p. 30

1. Draw 3 Cards2. Play Non-Combat

Cards3. Power Up!4. Combat5. Discard6. Add Life Card

for Not Attacking

During YourTurn see p. 14

(a) Defender Draws 3 Cards(b) Attacker Attacks!(c) Defender Defends(d) Fight Back?!(e) Fight Back and Forth Until

Passing

• Survival Victory• Dragon Ball Victory• Most Powerful Personality

Victory

• Personality Card Descriptions, p. 4

• Combat & Non-Combat Card Descriptions, p. 6

• Play Area Diagram, p. 9• Deck Requirements, p. 31• Example of Play, p. 35• Glossary/Index, p. 40• Card Checklist, p. 45

• Physical Attack Table, inside back cover

• Fast Play Combat/Multiple Player Rules Table, inside back cover

• During Your Turn & Beginning New Game Summaries, inside back cover

• Visit our website, dbzcardgame.com

• For The Collector In You, inside front cover and p. 8

• For The Gamer In You, p. 1• Summary of Game Play, p. 13• Changing Levels, p. 21• Warrior Sword counter & Anger, p. 21• Vegeta & Nappa in Two-Player Games, p. 32• Multiple Player Rules, p. 33• Optional Rules, p. 34• Fast Play Combat, p. 35• Rules Clarifications, p. 39• Starter Deck Components, p. 39• Credits, p. 48• Booster Packs & Accessories, back cover

• Energy Combat cards, p. 18• Physical Combat cards, p. 19• Main Personality cards, p. 20• Warrior Sword, Anger &

Levels, p. 21• Allies, p. 23• Martial Arts Styles, p. 25• Tokui-Waza, p. 26• Drill cards, p. 26• Dragon Ball cards, p. 28

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Hero Personality cards have blue backgrounds,and Villain Personality cards have red backgrounds.

Personality Card Breakout

Personality Name Dragon BallRareness IndicatorSignifies Common, Promo, Rare, etc.1 Star = Common • 2 Stars = Promo3 Stars = Uncommon • 4 Stars = Semi-rare(personality cards in Starter Decks)5 Stars = Rare • 6 Stars = Ultra Rare

Character ImageScreen shot, directly from TV Show.

LevelThis number represents the character’s rangeof strength. In the Saiyan Saga, the levels rangefrom 1 to 4 (the highest).

Card Power

Card NumberAn easy way to identify & keep trackof cards.

Power Up Rating (PUR)Determines the increase in power stages duringStep Three: Power Up.

Saiyan SagaSeries SymbolSymbol from Goku’s uniform.

Headshot & Subset ## _ of _ of this character in this series.

Character QuoteTaken directly, without editing, fromshow scripts.

Power StagesThe higher the number, the higher the strength

Limited SymbolIf Limited, the symbol forDragon will appear here.

A player uses Personality cards of a chosen character to theme his deck. The player plays as this chosen character, who is the Main Personality . Other Personality cards in a player’s deck may become Allies and assist in battle.

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35

Physical attack forcing the defender to lose 3 life cards and the attacker 3 stages of power.

Limit 1 per deck

Physical Combat

10of38

Straining, Penetrating Attack Move

Alright then, I say we gofor it

Combat & Non-CombatCard Breakout

Card Title

Card TypeThere are two types of combat cards:Physical Combat - Represents skilled martial arts techniques such as punching or blocking, which can attack or defend.Energy Combat - Represents the unleashing of powerfulcosmic forces against an enemy, which can attack or defend.

Non-Combat cards represent events seen in theDragon Ball Z TV show.

Dragon Ball®

Rareness IndicatorSignifies Common, Promo, Rare, etc.1 Star = Common • 2 Stars = Promo3 Stars = Uncommon • 4 Stars = Semi-rare(personality cards in Starter Decks)5 Stars = Rare • 6 Stars = Ultra Rare

Card Power

Card NumberAn easy way to identify & keep trackof cards.

Saiyan SagaSeries SymbolSymbol from Goku’s uniform.

Headshot & Subset ## _ of _ of this character in this series.

Character QuoteTaken directly, without editing, fromshow scripts.

Limited SymbolIf Limited, the symbol forDragon will appear here.

Favorite Fighting StyleJapanese symbol for that color.

Attack or DefendSymbolSword symbolizes Attack.Starburst symbolizes Defend.

Character ImageScreen shot, directly from TV Show.

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• Collect by Martial Arts Style, by Limited vs. Unlimited, by Powers, by Game Pieces, and More!

See www.dbzcardgame.com for custom checklists of all of these.

There are so many cool images on the cards! The artwork in thisseries comes from the first 25 episodes of the TV series, (the SaiyanSaga). If you are familiar only with this year’s episodes on TV, this isyour chance to get to know the DBZ characters in their earlier livesin all their glory. Plus, you’ll love the upcoming artwork in the nextreleases, including the Frieza Saga and the Trunks Saga.

And if you’ve never played a CCG before, start with this game!It’s the one because it’s easy to learn and has plenty of depth to

grow with you. Plus, there are prizes to win in tournaments,people to meet, and lots of fun to have. Join the Adventure!

Visit dbzcardgame.com for free game tips and infoon playing in your area.

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For the Collector in You! (cont.)

To protect you, we’ve added aspecial Security Foil Stamp onevery Rare and Foil card! It’syour extra comfort of authenticity.

This symbol for Dragonindicates this card is Limited.

ALLIESAREA

OTHERNON-COMBAT

CARDS

MAIN PERSONALITYCARD

Play Area Diagramfor each player

DRILLCARDS

DRAGONBALL

CARDS

WARRIORSWORD

SCOUTER

LIFE DECK DISCARDSWarrior Sword -The Warrior Sword counter is used to track a Main Personality’s anger, ranging from 0 to 5, the highest. Card Powers will cause a Main Personality’s anger to change. Anger is a powerful force in the Dragon Ball Z universe. It allows personalities to transform themselves into higher, more powerful forms of themselves. This is represented by a Main Personality changing to a higher Level card when the Warrior Sword indicates 5.

Scouter -The scouter is used to track the power stage of your Main Personality. Slide the scouter along the right side of the Main Personality card to reveal the proper power stage through the window in the scouter.

Life Deck / Life Cards - After removing the Main Personality cards from your deck, stack the rest of your cards, face down, as shown. They are your Life Cards. The stack is your Life Deck.

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Beginning a New Game

Summary of Beginning a New Game 1) If not already built, build your deck2) Find and place your Main Personality cards3) Announce highest levels of your main personalities4) Claim any Tokui-Waza (Favorite Fighting Style Advantage)5) Using Scouter, set your Main Personality’s power stage6) Shuffle and place your Life Deck7) Set your Warrior Sword counter to 0"Begin play with the Hero player

Details of Beginning a New GameAfter playing one time, you’ll complete all seven itemsin less than a minute. Review Play Area Diagram onp.9 if this is your first game.

1) For Quick Start game and first time players, if you havea Villain deck, simply remove any Personality cards thathave blue backgrounds and are not your MainPersonality. Keep them for Deck Building in the future.For more advanced players with additional game cardsfrom Booster Packs, build your deck as described inBuilding A Deck, p. 30.

After playing the game a few times, you’ll enjoy buildingnew decks that focus on different strategies. That’spart of the fun—using your own strategies to win!

2) Remove all levels of the Personality cards of your MainPersonality from the rest of the deck. Place these MainPersonality cards, face up, in front of you on the play-ing surface. The levels should be in order, with yourlevel 1 Main Personality card on top and the highestlevel on bottom.

Winning the Game

There are three different ways to win the new DragonBall Z® Collectible Card Game.

#1: Survival Victory. You can win by outlasting youropponents. When all of your opponents’ life cards areturned over into their discard piles, you win. A player iseliminated from the game the instant he has no morecards in his life deck.

#2: Dragon Ball® Victory. You can win by collecting allseven Dragon Ball cards. As soon as you collect allseven Dragon Ball cards face up, you win. However, ifyou capture the last Dragon Ball card from anotherplayer to complete your collection, you don’t win untilthe beginning of your next turn (provided you don’tlose any Dragon Ball cards before then).

#3: Most Powerful Personality Victory. You can win bybecoming the most powerful personality in the game.In the basic game, you would win the instant you raiseyour Main Personality to level 3. If you collect morecards (from Booster Packs, promotions, or tournamentprizes) and have Main Personality cards higher thanlevel 3 included in the game, the Most PowerfulPersonality Victory can be achieved only by playerswith Main Personality cards that reach that new level.For example, if you are playing with a Main Personalitylevel 5 card and the other players’ Main Personalitiescan reach only level 3 or 4, only you can achieve a MostPowerful Personality Victory. The other players can stillwin with a Survival or Dragon Ball Victory.

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In the basic game, there should be levels 1, 2, and 3,plus a level 4 promotional card if that card has beencollected.

3) All players announce the highest level of their MainPersonality cards (probably 3 or 4 in the basic game) so thateveryone knows the level necessary to achieve a MostPowerful Personality victory.

4) Any player claiming a Tokui-Waza (Favorite Fighting StyleAdvantage – using just one martial arts style in one’s deck)announces it. (Skip for Quick Start game. See p. 26 for info.)

5) Using the Scouter, set the power stage on your lowestlevel Main Personality card at 5 stages higher than 0.For example, on the card on page 5, the Scouter wouldreveal the power stage 900.

Feel free to place the top Main Personality card (theone with which you are using the Scouter) directly onthe table. If you do, turn your other Main Personalitycards face down until using them as though they wereunderneath your face up Main Personality card.

6) Shuffle the rest of your deck (your Life Deck) and place itin front of you. Any other player may cut your deck once.

7) Set your Warrior Sword counter to 0. Place your WarriorSword counter in front of you on the playing surface.

"Begin the game. The Hero player starts the game byfollowing the steps in the During Your Turn section. Ifthere is more than one Hero player, do rock-paper-scissors to determine who goes first (or if rock-paper-scissors is not familiar, the youngest Hero should

have the first turn).12

Summary of Game Play

Here’s a brief summary of the game play that will help withunderstanding the rules. Much more depth is available.

• You play the game as one of the Dragon Ball Z Main Personalities, such as Goku® or Vegeta®. For example,Doug’s three levels of Goku Personality cards representDoug in the game as Goku. Goku is the character Dougplays, his Main Personality.

• Your Main Personality wants to either save the world orcontrol the world for his own self-serving purposes. Ifyour Main Personality is a Hero, he’ll want to attack aVillain to save the world and win. The opposite is true forVillains. Heroes and Villains will fight back and forth incombat to win.

• Higher strength gives a Main Personality a better chanceof winning and blocking attacks. It also can get him closerto winning the game with a Most Powerful PersonalityVictory.

• Strength is indicated in the game by Power Stages. Thehigher the number in a power stage, the higher the MainPersonality’s strength. Your Main Personality reaches hishighest power stages by tapping into a higher, strongerlevel of himself.

• Anger (tracked on the Warrior Sword counter) moves aMain Personality closer to finding a higher level ofuntapped strength, just like in the DBZ TV show.

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# 3) Power UpPower up your Main Personality and all of your Allieson the table. The Main Personality powers up by mov-ing the Scouter up a number of power stages equal to its Power Up Rating (PUR) number. (example, p. 37)All Allies power up only 1 stage regardless of theirPUR number. A personality cannot power up above itshighest power stage on a card, and does not go to thenext higher level card as a result of powering up.

If you don’t have an additional Scouter for an Ally, usea game card that is not in the game as a marker. Turn itface down and use a long edge to underline the powerstage of your Ally.

# 4) CombatTo reduce any opponent’s life deck, power stages, oranger, you may attack him now. See Combat sectionnext page. You also may pass now.

# 5) DiscardPlace all cards from your hand, except 1 unused card,into the discard pile. If you attacked during the stepabove, Combat, then the opponent you attacked alsodiscards down to 1 card in his hand.

# 6) Add Life Card for Not AttackingIf you did not attack by playing a card in Step 4) Combat,take the top card from your discard pile and place it facedown at the bottom of your life deck.

When every step is completed, your turn ends, and the playerto your left gets his turn, starting with Step 1) Draw ThreeCards, on the previous page. Continue taking turns untilsomeone wins!

• Successful attacks weaken your opponents’ MainPersonalities by lowering their power stages and takingcards from their Life Decks. This makes it more difficult forthem to win attacks, and moves your Main Personalitycloser to being the last survivor, the second way to win.

• Be sure to seek the 7 Dragon Balls, the last way to win.

Good luck on your missions!

Remember, this is a fantasy game. Don’t re-enact or pursue inreal life the events portrayed. That’s something that causeseveryone to lose, including you. So keep it fantasy, and enjoyit with your friends for the endless hours it holds.

During Your TurnDuring your turn, perform all of these steps in order.

# 1) Draw Three CardsDraw 3 cards from your life deck and put them in yourhand.

# 2) Play Non-Combat CardsYou may activate Non-Combat cards in your hand byplacing them on the table face up, or you may pass.Each of the card’s card power (the benefit described inthe text in the area following the word “POWER” onthe card) stays available until you use it. To use Non-Combat cards on the table now, simply follow theinstructions given in the card powers. Discard thecards after using them unless one is a Drill or DragonBall card or the card power states otherwise. For more

information, see Non-Combat cards, p. 42.14 15

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# Phase (c) Defender DefendsThe defending player may do one of the three belowonly if it directly blocks some or all of the attack:

"Play a Combat card (Physical or Energy) from his handto block an attack made on him. (see p. 18 for details)

"Use one of his unused Non-Combat cards that he laid on the table earlier to block. (see p. 14 for details)

"Use the card power from a Personality card to block anattack made on him. (see p. 20 for details)

After doing one of the above or passing, the defender thentakes the resulting damage from the attack by reducingpower stages, reducing anger, discarding life cards, or allthree, as described in later sections. Review life cardsbefore discarding to prevent discarding a Dragon Ball card(see p. 29). You’ll know if the card power blocks the attacksince the terminology on both the attack and defensecards will involve the same concept. See Block, p. 40.

#Phase (d) Fight Back?!If this is your first time to get to this phase during your turn, repeat Phases (b) Attacker Attacks! and (c)Defender Defends, except this time the defending play-er is the attacker, and the previous attacker becomesthe defending player. Otherwise, skip to the next phase,Fight Back and Forth Until Passing.

# Phase (e) Fight Back and Forth Until PassingContinue to repeat Phases (b) Attacker Attacks! and (c)Defender Defends and alternating your roles as attack-er and defender each time you begin the AttackerAttacks! phase again. When you and your opponentconsecutively choose not to attack (a pass followed

CombatJust like in the Dragon Ball Z episodes when two charac-ters fight each other, this is your chance to sap thestrength of your opponent and even defeat him! This sec-tion contains details on Step 4) of your turn, Combat.During this combat, you and the opposing Hero or Villainyou now choose will attack each other back and forth untilyou both pass. Declaring your attack begins the combatphases with you attacking first.

By the way, don’t expect to understand all the detailsof attacks and defenses after reading this short sec-tion. More detail is provided in the following sections.After a couple more sections, start playing! You canalways refer to these rules to help you out. You maywant to have a stack of cards handy to look at whilereading this, and be sure you’ve seen the carddescriptions on pp. 4-7 to see what they’re all about.

# Phase (a) Defender Draws 3 CardsThe defending player (the player you are attacking)draws 3 cards into his hand from his life deck.

# Phase (b) Attacker Attacks!As the attacker, you may pass and go directly to Phase(d), or attack the defender in one of four ways:

"Play a Combat card (Physical or Energy) from yourhand for an attack. (see p. 18 for details)

"Use one of your unused Non-Combat cards that you laid on the table earlier. (see p. 14 for details)

"Use the card power from a Personality card for an attack. (see p. 20 for details)

"Discard any one card from your hand to make a FinalPhysical Attack. (see p. 20 for details)

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After an energy attack, the cards used to attack anddefend, other than Personality cards, are discarded byeach player.

Physical Attacks and Physical DefensesPhysical Combat cards, representing martial arts tech-niques such as skilled kicks or blocks, will either make aphysical attack or block a physical attack. You can tell thedifference by reading the card power and by the symbolnext to the word, “POWER” (a Sword for Attack, and aStarburst for Defend). An attacking player may use a phys-ical attack card in his hand to attack a defending playersimply by reading its card power.

Consult the Physical Attack Table (inside back cover) andcross-compare the number in the attacker’s power stagewith the number in the defender’s power stage. Thedefender loses power stages equal to the number indicat-ed in the table, and moves his Scouter accordingly. Whenthe defender’s power stage drops to 0 before losing all thepower stages required, he must discard 1 life card forevery power stage still to be lost.

For example, Raditz™ makes a physical attack onGohan®. Raditz is at a power stage of 1200 and ourhero Gohan is at 200. Gohan is unable to do anything(play a card or use a personality card power) to blockthe attack. Consulting the Physical Attack Table (insideback cover) and using the fourth row down for Raditz,the attacker, and the second column of numbers forGohan, the defender, we find that Gohan must lose 3power stages. The Scouter would then be moved onthe first level Gohan Personality card from 200, past100, to 0 (two power stages lower). The player playingas Gohan discards the top card from his life deck tomake up for the final power stage that he lost in theattack.

directly by the other passing), this Step 4) Combat isfinished. Play continues with Step 5) Discard, on p.15.

Combat Cards in Combat

Energy Attacks and Energy DefensesAn energy attack comes from the gathered force of thepersonality. Energy Combat cards will either make anenergy attack or block an energy attack. You can tell thedifference by reading the card power and by the symbolnext to the word, “POWER” (a Sword for Attack, and aStarburst for Defend). An attacking player can use anenergy attack card in his hand to attack a defending play-er simply by reading its card power. If the defending play-er does not have an appropriate Energy Combat card orMain Personality card power to defend himself, then theattack is successful.

Successful energy attacks force the defender to discard thetop 4 life cards from his life deck unless otherwise noted.(Cards to be discarded must be reviewed to prevent aDragon Ball card from being discarded. See p. 29.)Makingan energy attack reduces the attacking personality’spower stages by 2 unless otherwise noted (move theScouter down by 2 stages). A personality who does nothave sufficient power stages to expend cannot make theenergy attack.

For example, if Goku is at his lowest power stage, hecannot make an energy attack. He must be at least 2stages above 0 to have the power to perform an energyattack requiring 2 power stages.

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powers represent Combat and Non-Combat powers.Follow the rules above in Combat Cards in Step 4) Combatfor physical or energy attacks or defenses. An attacker ordefender may use the card power from his face up MainPersonality card only once during a Step 4) Combat, nomatter how many phases are fought.

For example, Goku’s card power could be used oncewhen he attacks a foe, but never again for the rest ofthe Goku personality’s combat phases until both play-ers discard, that turn is over, and the next player’s turnbegins.

The single exception to this rule is when a player’sMain Personality is sufficiently angered that he tapsinto his next level. The new card power can be usedeven if the card power from the previous level wasalready used in that combat.

See the Allies section to learn about using Allies, p. 23.

Warrior Sword, Anger and Levels

In the TV show, the DBZ characters become theirstrongest by tapping into higher, stronger levels of them-selves. These different strength levels of characters arecalled Levels in the game. Each level of a personality hasits own card. The Level of a Personality card, representedby a number such as 1, 2 or 3 (the higher the number, thestronger that personality is), is in the upper left handcorner of the card.

Just like in the DBZ TV show, higher anger causes a MainPersonality to tap into a higher level of strength. Anger istracked on the Warrior Sword counter, which is markedwith numbers 0 through 5. When card powers or various

If your physical attack card is unusually powerful, it willindicate the damage directly in the card power. In thatcase, ignore the Physical Attack Table and simply followthe action stated in the card’s card power.

Some cards have two parts to their card power (suchas a card power reading “Physical attack. Raise thecard user’s anger by 1”). If the word “or” is in the cardpower’s text, the player must choose which power touse. If “or” does not separate the two parts, then eachpart of the card power occurs immediately. While thephysical attack may be successfully blocked, it will notaffect, for example, the attacker’s anger being raised,which occurs before the defender acts.

If you have cards left in your hand but no attack cards orcard powers to use, you can make a Final Physical Attackby discarding any one card from your hand. You can makeonly one Final Physical Attack per Step 4) Combat, andafterwards must pass in all remaining phases of thatCombat. Use the Physical Attack Table (inside back cover)to determine the outcome of the Final Physical Attack.

After a physical attack, the cards used to attack anddefend, other than Personality cards, are discarded byeach player unless the card power states otherwise.

We encourage you to read at this time the Example ofPlay on p. 35 to understand better the game play. It takesonly a minute and will greatly simplify the concepts.

Main Personality Cards in Combat

Each Main Personality card has a Main Personality’sspecial power described on the card. These card

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Allies

All personality cards in a player’s deck other than the MainPersonality cards are Allies. Allies are put into play in frontof the player from his hand during Step 2) Play Non-Combat Cards. When placed, an ally’s power stage is setat 3 levels higher than 0. Allies in play gain 1 power stageduring Step 3) Power Up every turn, regardless of theally’s PUR rating. Allies can be chosen to benefit frompower-up cards instead of the Main Personality.

If you don’t have an additional Scouter for an Ally, usea game card that is not in the game as a marker. Turnit face down and use a long edge to underline thepower stage of your Ally.

Allies can take power stage damage directed at the MainPersonality during combat, at the owning player’s option.When an ally is reduced to 0 power stage, all remainingdamage directed at the ally is taken as discards from theMain Personality’s life deck as though the damage were tothe Main Personality.

Allies can be used in combat, but only if the MainPersonality’s power rating is at 0 or one stage above 0. Whenthis occurs the ally “takes over” the battle, using its cardpowers and playing attack cards from the player’s hand justlike a Main Personality. The Main Personality resumescontrol immediately after this Step 4) Combat ends.

Card powers that stop a foe from making a physical orenergy attack in the next combat phase must be directed at aplayer’s Main Personality OR Ally.

cards played raise the Warrior Sword counter to 5 anger,your Main Personality has become so angry that he tapsinto the next level.

For example, a player using a Personality card ofGoku at his first level would put that card underneathhis other Main Personality cards, and begin using thelevel 2 Personality card of Goku as his MainPersonality card.

After raising the personality’s level, the Warrior Sword isreset to 0. Set the Scouter to the highest power stage onthe new personality card. Advancement of the MainPersonality’s level happens immediately at anytime duringthe game, even in the middle of an ongoing combat.

You must play the levels in numerical order. You cannotintend to use levels 1, 2 and 4 of Goku without having thelevel 3 card. If your Main Personality is already at his highestlevel when his anger reaches 5, raise his power stage to itshighest power stage, then reset the sword to 0.

When your Main Personality taps into the next level, youmust always reset the Warrior Sword counter to 0. If yourMain Personality’s anger is to be raised by 2 and only 1 isneeded to reach 5, that extra anger does not carry over togame play with the new level.

When anger changes the Main Personality to a higher levelduring an ongoing Step 4) Combat, the Main Personality canuse its card power from the new level card in the combat.This is true even if the Main Personality already used its cardpower from the lower level card in the same combat.

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Martial Arts Styles

Some Combat and Non-Combat cards represent certainmartial arts styles of combat or non-combat. Those mar-tial arts styles are Red, Blue, Orange, Black, and Saiyan.Each martial art style can be identified by the style’s name(Red or Saiyan, for example) in the card title.

Another way of identifying a card’s martial arts style isby the color of the diamond, if any, in the Scouter areaof a card (the area containing the card power) and bythe Japanese symbol for the style in that diamond.The Saiyan martial art style is identified by the colorgreen and the appropriate Japanese symbol. (Movecards (defined below) and Named cards do not have amartial arts style, so ignore the diamond and symboland treat them as if there were none.)

The Martial Arts Styles"Red, the Blocking Style: This style stresses a balance of

upper- and lower-body defensive and offensive tech-niques that emphasize strength and flexibility.Emphasizes defense over offense.

"Blue, the Calming Style: Blue martial arts stress the useof leverage for attack and defense. This style also spe-cializes in countering the anger of a foe.

"Orange, the Cosmic Style: This style encourages theuse of strikes coupled with throwing and grappling fora combination of defense and offense at all times. Itconcentrates more on energy attacks than physicalattacks.

"Black, the Foot-Hand Style: Black martial arts empha-size the strength found in the use of kicks with handstrike combinations.

Deck RestrictionsHero Main Personalities can have only Hero Allies in theirdecks, and Villain Main Personalities can have only VillainAllies in theirs. Neither Heroes nor Villains can use the otherside’s personalities as Allies or have them in their decks.

Placement RestrictionsAn ally can be put into play in front of a player only duringStep 2) Play Non-Combat Cards. A player may not play aduplicate personality card of an ally already in play by anyplayer, but a Personality card with a different level of thatpersonality would be allowed. For example, even thoughJohn has a Saibaimen 2 ally in play, Jane can still bring outa Saibaimen 1 as her ally. All levels of an ally that you playare treated as one ally, however, so you cannot playSaibaimen 1 and 2, for example, as two different allies.

A player can freely cover an already played ally card witha higher level card of that same ally during Step 2) PlayNon-Combat Cards. For example, a player can put down alevel 2 Raditz card on top of a level 1 Raditz Ally he hadplayed previously. Use only the higher level card in play.This will also allow other players to play any lower levelversion as their allies.

You may have duplicates or different levels of anotherplayer’s Main Personality in your deck, but you cannotplay any of them as Allies until the player of that person-ality has been eliminated from the game. For example,when someone is playing Vegeta as his Main Personality,nobody can play Vegeta as an Ally until the Vegeta playerhas exited the game.

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Drill cards stay in play until the Main Personality changesto another level. When anger or card play makes a MainPersonality rise to the next level (see p. 21), all drills inplay for that personality are discarded immediately.

A player can have Drill cards from only one color (as in theword “Blue” in the card title of a Drill card) in play at onetime. A player may have more than one color of Drill cardsin his deck, however. A player cannot have duplicate Drillcards (those with a color in the card title) in play at thesame time, but can have several different Drill cards inplay at the same time. So, if a player has black Drill cardsin play he cannot have red, blue, or orange Drill cards orany duplicate black Drill card also in play.

When a player draws a Drill card into his hand that cannotbe played because it does not match the color of a Drillcard already in play, he shows it to all other players andthen shuffles it back into his life deck. The player does nothave to show it if he does not wish to shuffle it back intohis life deck. He may discard it instead. In either case, theplayer does not get to draw another card.

A Drill card can have play restrictions such as “Cannot beused with other orange drills in play on the table.” In thiscase, the Drill card cannot be played if any player, includ-ing the card’s owner, has orange Drill cards in play. Also,if another player places an orange Drill card on the table,the restricted card must be discarded immediately. Ifanother player places the exact same card into play, bothplayers lose this drill card. Similar card powers from two ormore drill cards can be used at the same time by a player,and their effects are combined.

"Saiyan Style: Saiyan style stresses the use of power inall things. Energy and physical attacks are done from aposition of power or are not done at all. Defense is sec-ondary to a strong attack.

Tokui-Waza (Favorite Fighting Style Advantage)When any player uses only a single martial arts style inhis life deck, he receives a bonus in power. He announcesat the beginning of the game the single style of martialarts cards in his life deck. From then on, he is allowed toadd 1 to his Main Personality’s PUR number. A playerusing a Tokui-Waza, or favorite fighting style advantage,can have any number of Move cards in addition to hissingle style of martial arts.

Only Main Personalities with Saiyan blood can declarethe Saiyan style as their Tokui-Waza. All of the Villainsmay choose Saiyan, but only Goku and Gohan can doso for the Heroes.

Move cards (cards with the word “Move” in the cardtitle) are another sub-group of Combat and Non-Combat cards, but are not a martial arts style. Movesare generally used as a last resort, and put resultsahead of personal costs. Using these cards oftenmeans damage to both attacker and defender.

Drill CardsDrill cards represent special powers gained by a MainPersonality because of intensive study within a martialart. Because they are Non-Combat cards, they are put intoplay in front of a player from his hand during Step 2) PlayNon-Combat Cards. Unlike other Non-Combat cards, aDrill card is kept in play after use and its card power can

be used many times for the owning player.26 27

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When a numbered Dragon Ball card is drawn from the lifedeck as damage to be discarded, check to see if another play-er has played it. If a duplicate is already in play, this newly-drawn Dragon Ball card is removed from the game. If it hasnot yet been played, it is not discarded but instead is placedat the bottom of the owning player’s life deck.

Capturing Dragon Ball CardsTo achieve a Dragon Ball Victory a player must have allseven Dragon Ball cards face up in front of him. A playercould be the first to play each Dragon Ball card, onethrough seven, in front of him, but more likely he will haveto capture a complete set of Dragon Ball cards, takingsome from the areas in front of other players. This is donein three ways:

"Life Card Capture: When a single attack forces the other player to discard 5 or more life cards, the attackerhas the right to capture and take any single Dragon Ballcard from in front of that player. This can happen in anyphase of Step Four: Combat.

"Personality Capture: When Bulma™, Krillin®,Saibaimen™, Chi-Chi™, Tien™, or Yamcha™ are used asAllies, they can try to capture Dragon Ball cards insteadof doing damage. To do so, one of the Allies must makea successful attack on a Main Personality that forces theplayer to discard one or more life cards. Having donethat, he can capture and take a Dragon Ball from thatplayer instead of inflicting the life card damage.

"Card Capture: There are cards in the game thatprovide for the capture of a Dragon Ball.

Special Powers for Named Drill Cards and Colorless Drill CardsNamed Drill cards (Drill cards with Personality names inthe card title) and Colorless Drill cards (Drill cards withouta color word (i.e. Blue) in the card title) can be put intoplay along with any colored Drill cards without restriction.Unless otherwise restricted, up to 4 duplicates of anyNamed Drill card and 4 duplicates of any Colorless Drillcard can be put in play at the same time, unlike other Drillcards. Named Drill cards and Colorless Drill cards are dis-carded just like the other Drill cards when the MainPersonality changes levels.

Dragon BallsThere are only seven Dragon Balls on Earth, each one rep-resented by a card in the game. The planet Namek™ hasmore Dragon Balls, and those are detailed in an expan-sion of the Dragon Ball Z Collectible Card Game.

Playing Dragon Ball CardsDragon Ball cards are Non-Combat cards, so they can beplaced face up on the table during Step 2) Play Non-Combat Cards of your turn. The Dragon Ball cards arenumbered one to seven. When a player plays a numberedDragon Ball card face up in front of him, no other playercan play a Dragon Ball card with the same number out ofhis own hand while the first one is still in play. For exam-ple, anyone can put out the Dragon Ball One, but therecan only be one Dragon Ball One in play at a time.

Once played onto the table, Dragon Ball cards cannotbe discarded or otherwise removed from the game.Other cards that force destruction or discard cannotbe used against Dragon Ball cards in play. 28 29

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Here are the requirements for decks:

# Deck SizeDecks must have a minimum of 50 cards, including allthe Main Personality’s different level cards. The deckcan be as large as desired in non-tournament play.During tournaments, no deck can be larger than 75cards, including the deck’s Main Personality cards.

# Main PersonalityEach deck must have one Main Personality with atleast levels 1, 2 and 3. You announce to everyone whoyour deck represents. You may add additional card lev-els of your Main Personality to your deck, as long asthey are consecutive (no level is missing between twoother levels of Main Personality cards included in yourdeck).

# AlliesAllies of the Main Personality must be at least 2 levelslower than the highest level of the Main Personality.For example, in a Nappa™ deck with a level 4 Nappa,there can be only a level 1 and 2 Raditz, Vegeta, orSaibaimen. Only Hero players may have Hero allies,and only Villain players may have Villain allies.Therefore, after separating your Main Personalitycards, remove other Personality cards from your deckthat cannot be used as Allies. Remember, HeroPersonality cards have blue backgrounds, and VillainPersonality cards have red backgrounds.

In all cases when you capture and take a Dragon Ballcard from another player, regardless of the method,after moving the card to your area, turn it sideways toremind yourself to return it to its owner after the game.

Dragon Ball Card PowersThe first time a Dragon Ball card is played face up, thatplayer gets all the benefits of that Dragon Ball’s card pow-ers. Those special Dragon Ball card powers are neveragain used in that game. Capturing a Dragon Ball carddoes not allow you to use the card power given on theDragon Ball card.

Winning with Dragon BallsWhen all seven Dragon Ball cards are in front of one play-er that player may have a Dragon Ball Victory. If the play-er placed that last Dragon Ball card on the table from hishand to complete his collection, the Dragon Ball Victory isimmediate. If the player captured the last Dragon Ball cardfrom another player to complete his collection, he mustwait until the start of his next turn to win. Other playerscan win in the meantime or capture some of the DragonBall cards back, but if nobody does so, the player achievesa Dragon Ball Victory at the start of his next turn.

Building a Deck Building a deck is a lot of fun after you’ve learned howto play the game. With additional DBZ game cards, soldin Booster Packs from Score, you can strengthen yourdecks and design your own special strategies to defeatyour opponents. Keep your strategies secret if you want.

It’s all up to you. Check out www.dbzcardgame.comfor free tips on building decks. Have fun!30 31

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In this event, it will be necessary to take MainPersonalities to level 4 to achieve a Most PowerfulPersonality Victory. Any players who do not have a level 4personality card can still win by reaching 5 anger while atlevel 3 (after having reset the Warrior Sword counter to 0when level 3 was first achieved).

Multiple-Player Rules

There are some special considerations when playing theDragon Ball Z Collectible Card Game with more than twoplayers.

"Use all the Optional Rules (see below) for multiple-player games.

"If Vegeta or Nappa are in the game, do not apply the2-Player rules that relate to Vegeta or Nappa.

"All players must agree at the start of the game to allowthe Most Powerful Personality Victory. If not all playersagree, only Survival and Dragon Ball Victories are pos-sible in multiple-player games.

"When there are only Heroes or Villains left in the game,put all Kumite Mastery Tournament rules in effect.

Heroes Fight It OutIf all the Villains are eliminated from a game, the competitionbecomes a friendly free-for-all between the remaining Heroesfor mastery. First, all Heroes take the time to congratulateeach other for having gotten rid of the Villains. Then each ofthe Hero personalities resets his power stages to maximumbecause each took time to rest. From this point on, a

Duplicate Card Limits

# Personality CardsOnly one card of each level (i.e., 1, 2, 3) of a personalitycan be in a deck.

# Combat and Non-Combat CardsA maximum of 3 duplicates of any Combat or Non-Combat card can be in the deck. Certain cards withspecial limits on them, such as “only one per deck”,must be limited as instructed.

# Named CardsMany Combat and Non-Combat cards have a person-ality’s name as part of the title. These are “namedcards.” A Main Personality can have up to 4 duplicatesof any of his named cards in a deck instead of the nor-mal 3 duplicates limit. For example, in a deck in whichNappa is the Main Personality (a Nappa deck), Nappamay include up to 4 Nappa’s Energy Aura cards in thedeck. A Main Personality may include another person-ality’s named cards in a deck (to represent learningsomeone else’s powers), but at the normal limit of 3duplicates.

Vegeta & NappaIn Two-Player GamesThese two Saiyans are very powerful. Goku and the otherHeroes were much more powerful as well when theyencountered these Villains. For better game balance, when

Vegeta or Nappa are in a two-player game, the Hero MainPersonality, if one, should begin the game at level 2 of

his Main Personality, and at his highest power stage.32 33

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# Fast Play Combat (any game)

Use this optional rule when you want the game to go faster.

The martial arts styles can cost an opponent extra lifecards when used against certain other martial artsstyles. At the beginning of the game, each player mustchoose a martial arts style, but is not subject to theTokui-Waza rules unless he wants to have the benefitsof Tokui-Waza (the increase in his Main Personality’sPUR number). This chosen martial arts style is used forcomputing extra damage in every combat, whether hiscards indicate no martial arts style or a differentmartial arts style.

Use the Fast Play Combat / Multiple Player Rules Tableon the inside back cover for determining the numberof extra life cards a defender must discard in everysuccessful attack.

# Tournament Dragon Ball Rule (any game and non-beginner tournament games)

Whenever a Dragon Ball card is captured, the captur-ing player is allowed all the benefits of the card power,even if the previous owner has already used it.

Example of PlayJohn and Sandra, having heard that the Dragon Ball Z

Collectible Card Game is a great game to play, boughtDBZ CCG starter decks and some booster packs. Sandrahad already gotten a DBZ game card from a restaurant pro-motion.

Later that day they meet at Sandra’s house, bringing decksthey made from the cards they collected. Each deck has50 cards, which is the minimum number to play.

Hero is knocked out of the competition upon losing 20 morelife cards or running out of life cards. May the best Hero win!

Optional RulesIn two-player games, both players must agree in advanceto use any of these optional rules. Use them all in multi-ple-player games.

#The “You’re Picking On Me!” Rule (Multiple-player games only)

Use this rule when there are three players in the gameand two of them are constantly picking on the thirdpersonality. The “picked-on” player may return thelast damage card taken to the bottom of his life deckwhenever he is forced to discard more than 1 life cardfor damage. This rule is no longer in effect as soon asthe game has only two players.

#The Kumite Mastery Tournament (any game)

Heroes can play against Heroes or Villains againstVillains in a Kumite Mastery Tournament.

Players start with their next-to-highest levelPersonality card set to its highest power stage. So, ifthey have level 4 Main Personality cards, they startwith their level 3 Main Personality cards.

No Allies are allowed in the decks in this duel of honor.

Players win by forcing each of their opponents todiscard 20 life cards, or by winning with a Dragon Ballvictory, whichever occurs first.

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“Can you play a Non-Combat card?” Sandra asks.“No, I’m not playing one. So, I’ll just power up. My level

1 Goku’s power up rating is 1.”“But you get to count it as 2 since you declared a Tokui-

Waza.”“Thanks for reminding me, Sandra. So, I get to bump up

his power stages by 2, taking it to 1100.” (See card, p. 5)John moves his Scouter up 2 stages on his level 1 Gokupersonality card.

“So, do you want to attack me? You don’t have to.”“I know,” John says, looking over the cards in his hand.

“But I will.”“Now I get to draw three cards as the defender.” Sandra

pulls three cards from her life deck into her hand. They areRed Fighting Style—Lunge Punch (card 6), Black FightingStyle—Elbow Strike (card 67), and the level 1 Vegeta per-sonality (card 173). The first two are Combat cards, the firstof which is a physical attack, and the second negates dam-age from a physical attack.

“Okay, now I make my first attack… a One-KnucklePunch physical attack.” John plays that card down in frontof him.

“Fine. I’ll respond with an Elbow Strike. It negates yourphysical attack and raises my anger by 1.” Sandra playsthe card and adjusts her Warrior Sword counter to show“1”.

“Now you get to attack back, Sandra.”“Yes. I’ll use a Lunge Punch physical attack.” She plays

that card down from her hand. “Can you respond?”“Yes, I’ll play Mother’s Touch, which negates the dam-

age from your attack, but I have to discard it from play.”John puts the Mother’s Touch card off to the side, awayfrom his discard pile and the rest of the game. “Now I canattack again, and I will use the card power on my Gokupersonality card, the Kamehameha Energy Attack. It costsme 1 power stage, but you have to discard 3 life cardsunless you can counter.” John moves his Scouterdown on Goku to 1000.

“I’m playing the hero Goku,” John announces, placinghis level 1, 2, and 3 Goku cards in front of him on the tablewith the level 1 card showing on top.

“Okay, I’m the villain Raditz.” Sandra places her fourRaditz personality cards out in front of her. “I collected thelevel 4 Raditz promotional card, see! So, since I’ve got alevel 4 Raditz and you’ve only got a level 3 Goku, only Ican win with a Most Powerful Personality victory. I’ll haveto reach level 4 to win that way.”

“Right,” John agrees, “but we can both win with aSurvival or Dragon Ball victory. Are you picking a Tokui-Waza for this game?”

“No. Are you?”“Yes, I’m going to declare orange as my Tokui-Waza.”“That means you can have only orange Combat and

Non-Combat cards in your life deck, John, but your MainPersonality’s power up rating goes up 1.”

“Plus all the Move cards I want, remember, Sandra?Now we set our power stages. We put the Scouters 5stages higher than 0, which is at 900 for my Goku.”

“And 1500 for my Raditz.”“Okay, now we shuffle the rest of our cards and put

them out face down. These are our life decks.”“Right. Now put our Warrior Sword counters to 0, since

our Main Personalities start with no anger, and we’reready to play. John, you’re playing the Hero, so you gofirst.”

John refers quickly to the During Your Turn summary onthe inside back cover and begins his first turn.

“Okay, I draw three cards into my hand.” He picks upthe top three cards from his life deck. They are the OrangeFighting Style—Standing Fist Punch (card 1), OrangeFighting Style—One-Knuckle Punch (card 2), and Mother’sTouch (card 90). They are all Combat cards. The first two

are physical attack cards, the third lets him negate dam-age from an attack.

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Rules Clarifications

"Some card powers call for picking certain cards out of thediscard pile or the life deck. After picking, the owningplayer must shuffle the remaining cards if an opponentpolitely requests it.

"If you are playing a card (such as Saiyan CityDestruction (SCD)) that directs you to place discardedcards back in the life deck, you may not take the card(SCD in this case) as one of the cards you place back inthe life deck. Instead, the card, such as SCD, must bediscarded.

You may register at dbzcardgame.com to get FREE weeklyupdates on rules clarifications as they are issued.

Starter Deck Box Components # One 54-card deck, which includes 31 common, 16

uncommon, 2 common foil, 1 uncommon foil, 1 high-technology foil, and 3 personality cards

# One game Scouter# One Warrior Sword counter# One rules booklet# One quick-start play sheet

If you are missing any components, please visit our website, dbz-cardgame.com. If you don’t have web access, write to Score/DBZ CCG,Missing Component, 1517 W.N. Carrier Pkwy., Suite 100, Grand Prairie, TX75050, and include your name, return address, phone number, the dateyou bought the Starter Deck, proof of purchase, price paid, where youbought it, and mention what is missing. Despite stringent quality checks,improper packing will occur in rare instances. We apologize inadvance, and thank you for your patience.

Sandra examines her cards and Raditz’s card power.“Yes, I can use Raditz’s Saiyan Energy Deflection cardpower, which brings the damage down to just 2 discards.”She turns over and discards the top 2 cards from her lifedeck. One of them is Earth Dragon Ball 3 (card 75). “ThisDragon Ball card hasn’t been played on the table by eitherof us yet, so I get to put it at the bottom of my life deckrather than discard it.”

“Okay. Do you have another attack back on me?”“No, I pass,” said Sandra, having used Raditz’s card power

and both Combat cards in her hand. She could use the lastcard in her hand, the Level 1 Vegeta personality card, to makea final physical attack, but she decides not to.

“Well, I’m not done. I’ll use a Standing Fist Punch.” Johnplays down that card from his hand. Can you counter this?”

“No, so we have to check the Physical Attack Table tosee how much damage I take. You’re attacking with apower stage of 1000 and I’m defending with 1500. That’s a1, so I lose 1 power stage.”

“Okay, but I get to raise my anger 1 for playing theStanding Fist Punch.” John moves his Warrior Swordcounter from 0 to 1. “Do you want to attack, Sandra?”

“No, I pass.”“I pass, too.”“Okay, the combat’s over. We discard the Combat cards

we played. Since there was combat, we both have to dis-card down to one card in our hands. I played all of mine.”

“I just have one left.” Sandra keeps her level 1 Vegetacard, which she can play in her next turn as an ally.

“I did have combat, so I don’t put a discarded card backinto my life deck. That’s it. Now it’s your turn, Sandra.”

Play continues as Sandra starts over with Step 1) DrawThree Cards.

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"Combat Cards: See pp. 6, 18.

"Combat Phase: The term “one per combat phase”means one per attack/defend cycle. When the rolesalternate, that is a new cycle. p. 16

"Damage: Successful attacks cause a personality to losepower stages, life cards, and/or anger. Damage is theloss caused by a successful attack. “Inflicts 5 life cardsdamage” means the defender is to discard 5 life cards.“Allows the attacker to inflict +3 stages of damage”means the defender loses the number of power stagesindicated in the Physical Attack Table, plus loses anadditional 3 power stages.

"Deck Requirements: See p. 31.

"Discard: Discard means to take cards from your handand put them, face up, on top of the Discard pile. Thereare some cards that allow discarded cards to bebrought back into play. pp. 14-18, 29

"Duplicate: A card with the same card number as anoth-er (unless one is an error card with the wrong number,but looks identical). pp. 28, 32

"Energy Attack: Most energy attacks force the attackerto lose 2 power stages and cause the defender to dis-card 4 life cards. p. 18

"Favorite Fighting Style Advantage: Same as Tokui-Waza.

"Fighting Style: Same as Martial Arts Style.

"Final Physical Attack: See p. 20.

"Foe: Your opponent. Also, the person you are fightingin combat.

"Goku: See Saiyan.

"Head Shot: This image indicates the source of thequote or subject of the trivia on each card. pp. 4, 6

Glossary/IndexSee the Table of Contents on pp. 2 & 3 for additional topics and reference items.

"Ally: An ally can help a Main Personality in Combat.Any personality card in a player’s deck other than hisMain Personality is a potential ally. An ally must bedrawn and played onto the table before it can act. pp.23, 31

"Anger: It allows personalities to tap into higher,stronger forms of themselves. Card powers can changea personality’s anger. Anger is tracked on the WarriorSword counter. p. 21

"Attacking: The effort to reduce an opponent’s powerstages, life deck, or anger through playing or usingcard powers of cards. p.16

"Block: To avoid or lessen damage from an attack bycountering the attack with a similar card power.Examples of blocks: A physical combat card thatnegates a physical attack, and a card power from aPersonality card that states it negates an energy attack.An attack card cannot block an attack. See Phase (c)Defender Defends, p. 17

"Booster Pack: A package of 9 additional game cardsfor the DBZ Collectible Card Game, which adds to yourcollection. Each pack contains a foil card, a rare card,and 7 additional game cards from Score. Only gamecards from Score can be played with the DBZCollectible Card Game. p. 1

"Card Power: The instructions containing the benefit ofa card if played or used. See pp. 4, 6, 14, 16

"CCG: Collectible Card Game is a game with a differentassortment of cards in every deck. The variety of cardsare a challenge both to collect and play.

"Colorless Drill Card: p. 2840 41

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"Or: The word “or” in a card power. See p. 20.

"Pass: Means player chooses to do nothing other thansay “pass”, and play continues with the next event orinstruction. See May.

"Pass Consecutively: For the attacker and defender topass, one directly after the other, in either order. SeePass.

"Physical Attack: See p. 19.

"Physical Attack Table: Located on inside back cover.See example of using it, p. 19.

"Power Stages: At the right side of every personalitycard is a column of increasing numbers. Each number,such as 100, is one power stage. A personality increasesin strength as the numbers grow larger as seen throughthe Scouter. The number at the top of the column is thehighest power stage of that personality at that level. Thepower stage 000 equals 0. pp. 5, 12-13, 15, 19

"Powering Up: When personalities power up they areconcentrating all their energies to become stronger inthe next few minutes. See 3) Power Up, p. 15, 26

"Questions About Rules: Visit dbzcardgame.com forquestions about the game rules.

"Quick Start Game: Suggestions contained in variousplaces among these rules to allow people to play thegame, particularly a first game, as soon as possible.The Quick Start Game abbreviates deck building anddoes not cover Tokui-Waza or multiple player games.pp. 11-12

"Quick Start Play Sheet: Illustrated sheet designed toteach the game as quickly as possible. It uses the QuickStart Game suggestions.

"Hobby Store: A local hobby, game, card or comic bookstore (check in the yellow pages), of which many carryCCGs and sponsor tournaments.

"Kept In Play: Cards that remain on the table availablefor use. p. 26

"Level: See pp. 4, 21. Card level is a slang term for level.

"Life Cards/Life Deck: The cards with which a playerstarts a game, other than the Main Personality cards heset out separately, are his life cards, and stacked, arehis life deck. Life cards are drawn from the life deckduring each turn and they can be lost when thepersonality is attacked. pp. 9, 11

"Main Personality: A player selects one character(personality) to be his Main Personality during play.The player uses his collected deck to take on the per-sona of that Main Personality. The Main Personalitiesavailable in Starter Decks in the Saiyan Saga are Goku,Gohan, Krillin, Piccolo, Raditz, Vegeta, and Nappa. pp.5, 13, 20

"May: As in “You may play…” Means the event isallowed, but is not required. If “can” or “may” is notused, such as in “Draw 3 cards,” then the event isrequired.

"Named Card: A Combat or Non-Combat card having acharacter’s name in its card title. p. 32

"Named Drill Card: See p. 28.

"Non-Combat Cards: Non-Combat cards representnon-combat events that take place on the DBZ TVshow. To use a card power of a Non-Combat card, theplayer must first have laid the Non-Combat card on thetable during Step 2) Play Non-Combat Cards. Non-Combat cards, except for Drill and Dragon Ball cards,

are discarded after their card powers have been usedin either Step 2) or Step 4). pp. 6, 14, 16, 26, 2842 43

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"Removed from Play/Game: Some cards are not onlydiscarded but removed from the game entirely. Onceremoved from play, a card cannot be brought back intothe game. p. 29

"Rules Questions: Visit dbzcardgame.com for ques-tions about the game rules.

"Saiyan: This is a race of beings who helped Friezainvade the galaxy. Frieza destroyed their planet, but notbefore Goku was sent to Earth. Nappa and Vegeta arealso members of this race and Gohan is a half Saiyanbecause of his father’s heritage.

"Scouter: The plastic Scouter, with the attached “Z”, isused to read a personality’s power stage. pp. 9, 12, 15, 19

"Stage: Same as Power Stage. See Power Stage. ForStages of Damage, see Damage.

"Taking Damage: See Damage.

"Tokui-Waza (Favorite Fighting Style Advantage):Players gain an advantage by restricting their Combatand Non-Combat cards to a single martial art style, rep-resented by the colors black, blue, orange, and red,plus Saiyan. See Tokui-Waza, pp. 26, 35.

"Tournaments: DBZ collectible card games sponsoredby stores and Score that allow players to win prizes andcompete with friends and meet new friends. Check dbz-cardgame.com for tournaments near you.

"Villains: There are four Villains in the Saiyan Saga Setof cards: Raditz, Vegeta, Nappa, and the Saibaimen.

"Warrior Sword counter: The plastic Warrior Swordcounter is used to keep track of a Main Personality’sanger, rated from 0 to 5 (the highest). pp. 9, 12-13, 21

44 45BASE CARD SET = ❑ ❑ = FOIL PARALLEL CARD SET

Common Cards - 1 Star Dragon Ball1 ❑ ❑ Orange Standing Fist Punch2 ❑ ❑ Orange One Knuckle Punch3 ❑ ❑ Orange Two Knuckle Punch4 ❑ ❑ Orange Leg Sweep5 ❑ ❑ Orange Arm Bar6 ❑ ❑ Red Lunge Punch7 ❑ ❑ Red Reverse Punch8 ❑ ❑ Red Knife Hand9 ❑ ❑ Red Palm Heel Strike10 ❑ ❑ Red Elbow strike11 ❑ ❑ Blue Forward Foot Sweep12 ❑ ❑ Blue Hip Spring Throw13 ❑ ❑ Blue Round Throw14 ❑ ❑ Blue Shoulder Wheel15 ❑ ❑ Earth Dragon Ball 116 ❑ ❑ Earth Dragon Ball 217 ❑ ❑ Hidden Power Level18 ❑ ❑ Saiyan Arm Throw19 ❑ ❑ Saiyan Full Spin Kick20 ❑ ❑ Saiyan Pressure Punch21 ❑ ❑ Saiyan Neck Hold22 ❑ ❑ Power Up!23 ❑ ❑ Burning Rage!24 ❑ ❑ Goku's Surprise Attack25 ❑ ❑ Goku's Physical Attack26 ❑ ❑ Gohan's Physical Attack27 ❑ ❑ Tien's Physical Attack28 ❑ ❑ Vegeta's Physical Stance29 ❑ ❑ Yajirobe's Physical Attack30 ❑ ❑ Fall 7 times, get up 8 times31 ❑ ❑ Fortify Your Spirit32 ❑ ❑ The Untroubled Mind is Focused33 ❑ ❑ It's the Little Things That Matter34 ❑ ❑ Straining Off-Balancing Move35 ❑ ❑ Straining, Penetrating Attack Move36 ❑ ❑ Straining Fake Left Move37 ❑ ❑ Straining Tripping Move38 ❑ ❑ Straining Arm Drag Move39 ❑ ❑ Straining Ankle Smash Move40 ❑ ❑ Straining Energy Defense Move41 ❑ ❑ Straining Head Lock Move42 ❑ ❑ Straining Rolling Escape Move43 ❑ ❑ Senzu Bean44 ❑ ❑ Goku Body Throw!45 ❑ ❑ Saiyan City Destruction 46 ❑ ❑ Goku Anger Attack

47 ❑ ❑ Raditz Total Defense48 ❑ ❑ Goku's Touch49 ❑ ❑ Orange Wrist Flex Takedown50 ❑ ❑ Orange Shoulder Throw51 ❑ ❑ Orange Hip Throw52 ❑ ❑ Orange Neck Restraints53 ❑ ❑ Orange Holding After Takedown54 ❑ ❑ Red Knee Strike55 ❑ ❑ Red Front Kick56 ❑ ❑ Red Side Kick57 ❑ ❑ Red Round Kick58 ❑ ❑ Red Back Kick59 ❑ ❑ Blue Big Outside Drop60 ❑ ❑ Blue One Arm Shoulder Throw

Promotional Cards - 2 Star Dragon BallBK1 ❑ Goku’s AttackBK2 ❑ Gohan’s AngerBK3 ❑ Krillin’s TrickBK4 ❑ Piccolo’s RevengeBK5 ❑ Frieza’s SpiritBK6 ❑ Super Saiyan Goku’s PowerBK7 ❑ Vegeta’s SmirkP1 ❑ ❑ Goku (Level 4)P2 ❑ ❑ Piccolo (Level 4)P3 ❑ ❑ Vegeta (Level 4)P4 ❑ ❑ Raditz (Level 4)P5 ❑ ❑ Gohan (Level 4)P6 ❑ ❑ Krillin (Level 4)P7 ❑ ❑ Nappa (Level 4)P4 ❑ error dupe of P1P115 ❑ error dupe of P7

Uncommon Cards - 3 Star Dragon Ball61 ❑ ❑ Blue Body Drop Throw62 ❑ ❑ Blue Inner Leg Throw63 ❑ ❑ Blue Big Whirl Throw64 ❑ ❑ Blue Ground Holding65 ❑ ❑ Black Fore Fist Punch66 ❑ ❑ Black Knife Hand Strike67 ❑ ❑ Black Elbow Strike68 ❑ ❑ Black Front Kick69 ❑ ❑ Black Side Kick70 ❑ ❑ Black Turning Kick71 ❑ ❑ Black Back Kick72 ❑ ❑ Black Axe Heel Kick73 ❑ ❑ Black Rear Spin Kick

Checklist

Page 25: Collectible Card Game

46 47BASE CARD SET = ❑ ❑ = FOIL PARALLEL CARD SET

165 ❑ Gohan (Level 2)166 ❑ Gohan (Level 3)167 ❑ Krillin (Level 1)168 ❑ Krillin (Level 2)169 ❑ Krillin (Level 3)170 ❑ Raditz (Level 1)171 ❑ Raditz (Level 2)172 ❑ Raditz (Level 3)173 ❑ ❑ Vegeta (Level 1)174 ❑ ❑ Vegeta (Level 2)175 ❑ ❑ Vegeta (Level 3)176 ❑ ❑ Nappa (Level 1)177 ❑ ❑ Nappa (Level 2)178 ❑ ❑ Nappa (Level 3)179 ❑ ❑ Goku (Level 1HT)180 ❑ ❑ Piccolo (Level 1HT)181 ❑ ❑ Gohan (Level 1HT)182 ❑ ❑ Krillin (Level 1HT)183 ❑ ❑ Raditz (Level 1HT)184 ❑ ❑ Vegeta (Level 1HT)185 ❑ ❑ Nappa (Level 1HT)

Rare Cards - 5 Star Dragon Ball186 ❑ ❑ Earth Dragon Ball 6187 ❑ ❑ Earth Dragon Ball 7188 ❑ ❑ Earth Dragon Ball Capture189 ❑ ❑ Earth Dragon Ball Combat190 ❑ ❑ Enraged!191 ❑ ❑ A Beginner's Heart is Dedicated192 ❑ ❑ Teaching the Unteachable Forces Observation193 ❑ ❑ Respect the Spirit194 ❑ ❑ Unselfish Behavior is Best195 ❑ ❑ Hero Advantage196 ❑ ❑ Saiyan Honor Quest197 ❑ ❑ Saiyan Battle Terms198 ❑ ❑ Saiyan Appraisal Maneuver199 ❑ ❑ Dream Fighting200 ❑ ❑ Cutting the Tail201 ❑ ❑ The Tail Grows Back202 ❑ ❑ Goku's Lucky Break203 ❑ ❑ Saiyan Truce Card204 ❑ ❑ Battle Pausing205 ❑ ❑ Grabbing the Tail206 ❑ ❑ Nappa's Blinding Flare207 ❑ ❑ Power Gifting208 ❑ ❑ Terrible Wounds

209 ❑ ❑ Broken Scouter210 ❑ ❑ Raditz Flying Kick211 ❑ ❑ Tien Mind Reading Trick212 ❑ ❑ Piccolo's Flight213 ❑ ❑ Plant Two Saibaimen214 ❑ ❑ Gohan's Father Save215 ❑ ❑ Krillin's Drill216 ❑ ❑ Krillin's Energy Disk217 ❑ ❑ Ribs Broken218 ❑ ❑ Unexpected Allies219 ❑ ❑ Raditz Energy Burst220 ❑ ❑ Vegeta's Stance221 ❑ ❑ Vegeta's Quickness Drill222 ❑ ❑ Bulma Finds a Dragon Ball223 ❑ ❑ Bulma Finds a Drill224 ❑ ❑ Baba Witch Viewing Drill225 ❑ ❑ Baba's Energy Blast226 ❑ ❑ T-Rex Defense227 ❑ ❑ T-Rex Offense228 ❑ ❑ Vegeta's Plans229 ❑ ❑ Ally Wins!230 ❑ ❑ Chiaotzu's Drill231 ❑ ❑ Goku's Mixing Drill232 ❑ ❑ Red Life Attack Drill233 ❑ ❑ Blue Life Defense Drill234 ❑ ❑ Orange Focusing Drill235 ❑ ❑ Black Shadow Drill236 ❑ ❑ Saiyan Power Drill237 ❑ ❑ Goku's Capturing Drill238 ❑ ❑ King Kai's Calming239 ❑ ❑ Roshi's Calming240 ❑ ❑ Vegeta's Trick241 ❑ ❑ Vegeta's Dragon Ball Capture242 ❑ ❑ Dream Machine Battle243 ❑ ❑ Saibaimen 244 ❑ ❑ Saibaimen 245 ❑ ❑ Saibaimen 246 ❑ ❑ Saibaimen

Ultra Rare Cards - 6 Star Dragon Ball247 ❑ Goku's Truce248 ❑ Goku's Plan249 ❑ Medic Kit250 ❑ Chiaotzu's Physical Defense

BASE CARD SET = ❑ ❑ = FOIL PARALLEL CARD SET

74 ❑ ❑ Black Jump Turn Kick75 ❑ ❑ Earth Dragon Ball 376 ❑ ❑ Earth Dragon Ball 477 ❑ ❑ Earth Dragon Ball 578 ❑ ❑ Roshi Training79 ❑ ❑ King Kai Training80 ❑ ❑ Saiyan Training81 ❑ ❑ Saiyan Armor82 ❑ ❑ Tien83 ❑ ❑ Tien84 ❑ ❑ Yamcha85 ❑ ❑ Yamcha86 ❑ ❑ Chi-Chi87 ❑ ❑ Bulma88 ❑ ❑ King Kai Uniform89 ❑ ❑ Dream Chamber Training90 ❑ ❑ Mother's Touch91 ❑ ❑ Saiyan Energy Throw92 ❑ ❑ Saiyan Energy Defense93 ❑ ❑ Saiyan Mental Energy Attack94 ❑ ❑ Saiyan Energy Blast95 ❑ ❑ Saiyan Energy Aura96 ❑ ❑ Saiyan Sweeping Defense97 ❑ ❑ Power Up More!98 ❑ ❑ Power Up the Most!99 ❑ ❑ Blazing Anger!100 ❑ ❑ Vegeta's Surprise Defense101 ❑ ❑ Goku Honor Duel!102 ❑ ❑ Raditz Honor Duel!103 ❑ ❑ Piccolo Honor Duel!104 ❑ ❑ Chiaotzu105 ❑ ❑ Chiaotzu106 ❑ ❑ Yajirobe107 ❑ ❑ Yajirobe108 ❑ ❑ Goku's Energy Defense109 ❑ ❑ Piccolo's Energy Attack110 ❑ ❑ Piccolo's Physical Defense111 ❑ ❑ Gohan's Energy Defense112 ❑ ❑ Krillin's Physical Defense113 ❑ ❑ Krillin's Energy Attack114 ❑ ❑ Tien's Energy Defense115 ❑ ❑ Yamcha's Energy Attack116 ❑ ❑ Yamcha's Physical Defense117 ❑ ❑ Raditz Energy Wall118 ❑ ❑ Raditz Physical Defense119 ❑ ❑ Vegeta's Energy Blast120 ❑ ❑ Nappa's Energy Aura

121 ❑ ❑ Nappa's Physical Resistance122 ❑ ❑ Yajirobe's Energy Attack123 ❑ ❑ Chiaotzu's Energy Manipulation124 ❑ ❑ Red Penetrating Defense Drill125 ❑ ❑ Blue Off-Balancing Opponent Drill126 ❑ ❑ Orange Lifting Drill127 ❑ ❑ Black Takedown Drill128 ❑ ❑ Red Knee Pick Drill129 ❑ ❑ Blue Deceiving Drill130 ❑ ❑ Orange Tripping Drill131 ❑ ❑ Black Bear Hug Drill132 ❑ ❑ Red Rolling Drill133 ❑ ❑ Blue Reversal Drill134 ❑ ❑ Orange Off-Balancing Drill135 ❑ ❑ Black Arm Bar Drill136 ❑ ❑ Black Free-Style Drill137 ❑ ❑ Orange Spontaneous Drill138 ❑ ❑ Blue Cradle Drill139 ❑ ❑ Red Wrist Control Drill140 ❑ ❑ Red Reading Drill141 ❑ ❑ Blue Enemies Drill142 ❑ ❑ Orange Energy Drill143 ❑ ❑ Black Physical Drill144 ❑ ❑ Red Coordination Drill145 ❑ ❑ Blue Breakfall Drill146 ❑ ❑ Orange Body Shifting Drill147 ❑ ❑ Black Striking Drill148 ❑ ❑ Red Pressure-Point Drill149 ❑ ❑ Meditation Drill150 ❑ ❑ Blue Neck Restraint Drill151 ❑ ❑ Orange Joint Restraint Drill152 ❑ ❑ Black Defender Drill153 ❑ ❑ Goku Energy Blast!154 ❑ ❑ Piccolo Sidestep!155 ❑ ❑ Piccolo Defense Drill156 ❑ ❑ Ally's Sacrifice157 ❑ ❑ Eyes of the Dragon

Starter Deck PersonalityCards - 4 Star Dragon Ball158 ❑ Goku (Level 1)159 ❑ Goku (Level 2)160 ❑ Goku (Level 3)161 ❑ Piccolo (Level 1)162 ❑ Piccolo (Level 2)163 ❑ Piccolo (Level 3)164 ❑ Gohan (Level 1)

Page 26: Collectible Card Game

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Page 27: Collectible Card Game

During Your Turn see p.14 for details

"1) Draw 3 Cards from your Life Deck"2) Play Non-Combat Cards"3) Power Up!"4) Combat

#(a) Defender draws 3 cards#(b) Attacker Attacks!#(c) Defender Defends#(d) Fight Back?!#(e) Fight Back and Forth until both Attacker

and Defender pass"5) Discard"6) Add Life Card for Not Attacking

Beginning a New Gamesee p.11 for details

#Find and place your Main Personality cards#Announce highest personality levels#Claim any Tokui-Waza (Favorite Fighting Style

Advantage)#Set your Main Personality’s power stage with the

Scouter to 5 stages above zero#Shuffle and place your Life Deck#Set your Warrior Sword counter to zero#Begin play with the Hero player

Credits

Game Design James M. Ward Game Development Timothy Brown

Art Director Jim KoehlerGraphic Design Carl Braun &

Francisco I. RodriguezPlaytesters David Buchanon, Bob Day, Adam

DeWulf, Jim Dummann, DavidEckhard, Josh Elwood, AnthonyFernandez, John Ickes, JeromeIngalls, Craig Johnson, J.J. Jovani,Tim Kidwell, Tony Lee, Andy Leonard,Lewis McLouth, Joshua McManus,Matt Mesick, Joshua Minnon, RobertMonteith, Dillon Oashein, TammeyReed, Todd Sneden, Kyle Stearns,Alex Von Bergen, Ken Whitman.

For more information on the game, check out

www.dbzcardgame.comFor more information on the show, check out

www.dragonballz.com

Recommended for ages 11 and up

Version 1, Saiyan Saga Series

©2000 BIRD STUDIO/SHUEISHA, TOEI ANIMATION, licensed by FUNimation® Productions,Inc. All rights reserved. Dragon Ball Z and all logos, character names, and the distinctive

likenesses thereof are trademarks of TOEI ANIMATION.©2000 Score, Grand Prairie, TX 75050. Printed in U.S.A.

Score is a registered trademark of Score.

Not suitable

for children

under 3 years. www.dragonballz.com

Game created and published by

Page 28: Collectible Card Game

Accessories add thatextra edge! In the nearfuture, look for:

• Dragon Ball Deck Holders• Play Mats• Reference Guides

and More!

Booster Packs add power to your punch!• Get Rare cards, found ONLY in Booster Packs• Plus get a foil card in every pack!

You'll be on your way in no time to having the coolest,strongest deck ever.

Booster Packs add power to your punch!• Get Rare cards, found ONLY in Booster Packs• Plus get a foil card in every pack!

You'll be on your way in no time to having the coolest,strongest deck ever.

Accessories add thatextra edge! In the nearfuture, look for:

• Dragon Ball Deck Holders• Play Mats• Reference Guides

and More!

Accessories add thatextra edge! In the nearfuture, look for:

• Dragon Ball Deck Holders• Play Mats• Reference Guides

and More!

Coming Soon…The Frieza & Trunks Saga

Expansion Sets • 250 Cards!

Coming Soon…The Frieza & Trunks Saga

Expansion Sets • 250 Cards!

Add to Your Adventure!Add to Your Adventure!

Register at dbzcardgame.com for FREEgame tips and updates on tournaments,

events and more!

Register at dbzcardgame.com for FREEgame tips and updates on tournaments,

events and more!

Join the Adventure!Join the Adventure!